UWZ — Eastern Europe / Unreal Engine environment system

Build the district.
Connect the world.

A modular urban environment designed to bring district composition, interactive destruction and reusable Blueprint workflows into one production system.

UWZ architectural corner in normal, damaged and destroyed states
Draft placeholder · Updated UWZ image pendingUWZ / Existing architectural component study; district capture pending
Prelaunch / In development

This preview presents the intended release scope. Final supported versions and integrated features will be specified at release.

01 / The developer advantage

The environment.
The logic. The workflow.

Environment quality

A coherent urban foundation.

Modular buildings, interiors, roads, courtyards, vegetation, static civilian vehicles and props support a composed district rather than a disconnected collection of models.

Technical integration

Interaction with a common architecture.

HISM district content, LiveMesh state transitions and projectile impact handling are brought into a reusable integration design.

Developer usability

A system your team can extend.

Stable district baselines, configurable behavior, child Blueprint workflows and dedicated documentation give developers a clear starting point.

Product sequence

Compose. Interact. Configure.

01 / Environment

Walk the district.

Architecture, street space and materials form a connected setting.

Private review / Capture pending

Street-level environment capture is pending. The approved shot will show the actual UWZ district at human scale.

Environment guide
02 / Interaction

See the response.

Follow the intended path from instanced content into LiveMesh interaction.

UWZ static civilian van asset in normal, damaged and destroyed states
Draft placeholder · Updated UWZ image pendingExisting static civilian van state study / LiveMesh recording pending
Interaction guide
03 / Configuration

Make it your own.

Reuse the parent behavior and configure a child for your project.

Private review / Capture pending

Actual Blueprint configuration capture is pending. Explore the current inheritance guide below.

Blueprint customization

02 / Ready-made composition

Start with a district.
Extend it your way.

DL_EE_01 — DL_EE_05

Five permanent baked HISM baselines

Begin with an organized environment configuration. Build project-specific content and behavior around it while preserving the original baked HISM setup and visual result.

For your project: reuse a composed starting layout, place your own additions around it, and keep a stable reference scene as the project grows.

District architecture

03 / Connected architecture

An impact becomes
an environment response.

Integration architecture / Approved design

  1. 01 / Impact Translator

    Receive & resolve

    Capture the hit and configured projectile parameters. Resolve direct-hit or radial handling.

  2. 02 / Target selection

    Identify the instances

    Determine affected HISM instances and existing interactive targets before mutation.

  3. 03 / Runtime Manager

    Promote & coordinate

    Move affected instanced geometry into the LiveMesh path and coordinate subsequent damage.

  4. 04 / LiveMesh response

    Change state

    Apply the relevant health, damage-state and debris response through the runtime architecture.

Architecture explainer, not an Unreal runtime demonstration. Recorded system captures will be added to the release presentation.

Read the interaction guide

04 / Reusable impact handling

One integration.
Varied impact profiles.

27 configured projectile
and impact profiles.

From direct hits to large-radius test scenarios, the design separates damage, impact radius and impact strength so the same architecture can serve different game requirements.

Shared radial falloff.

The approved design uses one impact area and a common linear falloff for damage and impulse. Radius-zero profiles follow the direct-hit path.

Parameters & implementation scope

05 / Extend the workflow

Configure the behavior.
Keep the shared foundation.

  1. Choose

    Start from an environment configuration and identify the content your project needs.

  2. Extend

    Add project content without modifying the permanent district baseline.

  3. Configure

    Use inherited projectile behavior and project-specific child settings.

  4. Validate

    Review interaction, cleanup and performance in your own target project.

For your project: the intended child Blueprint workflow lets you vary projectile and impact presentation while retaining a shared behavior foundation.

Customization guideValidation & troubleshooting

Two delivery scopes

Choose the content.
Or connect the workflow.

Choose the asset foundation when you bring your own project logic. UWZ’s intended Systems Product connects that foundation to a shared environment workflow.

Asset delivery and the intended UWZ systems workflow
Your production taskAsset-only workflowUWZ Systems Product / Intended scope
Compose a sceneArrange individual assets in your project.Start from composed district configurations.
Extend the environmentDefine your own scene structure.Keep immutable baselines and organize project additions separately.
Connect interactionSupply the project’s interaction logic.Use a common impact-to-LiveMesh integration design.
Vary behaviorOrganize project-specific settings.Configure reusable Blueprint children around shared parent behavior.
Understand the workflowWork from the asset reference and your project setup.Follow environment, interaction and extension guides.

Your next step

Evaluate the workflow.
Follow the release.

For Unreal developers

Explore UWZ before release.

UWZ is not yet available to purchase. The Fab product destination will appear here when the listing is live.

Read the developer guide

Release news & community.

Visit the UWZ community for project discussion and release news.

Open the UWZ community

For commissioned production work, send a studio brief.

Product & production questions

Talk to the right team.

Questions about UWZ?

Send a product or integration question to Anfal. Include your intended use and the workflow you want to understand.

Email about UWZ

Need a production partner?

For commissioned assets, environments or systems, share your project brief directly with Anfal.

Studio inquiries